In the simplest version of minimax, the first player wishes to maximize his score, and the second player wishes to minimize the first player's score.
Since both first and second player only care about the first player's score, EvaluateStaticPosition
should return a value indicating how good the board state is for the first player. Whose turn it is is not relevant.
int EvaluateStaticPosition(stateT state)
{
if(CheckForWin(state, FIRST_PLAYER))
{
return WINNING_POSITION;
}
if(CheckForWin(state, Opponent(FIRST_PLAYER)))
{
return LOSING_POSITION;
}
return NEUTRAL_POSITION;
}
Now, when you want the move that's best for the first player, call MaxMove. When you want the move that's best for the second player, call MinMove.
moveT MiniMax(stateT state)
{
moveT bestMove;
int i = 0;
if (state.whoseTurn == FIRST_PLAYER){
i = MaxMove(state, bestMove);
}
else{
i = MinMove(state,bestMove);
}
cout<<"i is "<<i<<endl;
return bestMove;
}
Finally, you have some problems inside of MinMove
and MaxMove
. when you assign curRating
in either one, you shouldn't pass in bestMove
as the second argument to MaxMove
or MinMove
. It will then put the opponent's best move into bestMove
, which doesn't make sense. Instead, declare an opponentsBestMove
object and pass that as the second argument. (You won't actually be using the object or even looking at its value afterwards, but that's ok). With that change, you never assign anything to bestMove
within MinMove
, so you should do so inside the if(curRating < v)
block.
int MaxMove(stateT state, moveT &bestMove)
{
if(GameIsOver(state))
{
return EvaluateStaticPosition(state);
}
vector<moveT> moveList;
GenerateMoveList(state, moveList);
int nMoves = moveList.size();
int v = -1000;
for(int i = 0 ;i<nMoves; i++)
{
moveT move = moveList[i];
MakeMove(state, move);
moveT opponentsBestMove;
int curRating = MinMove(state, opponentsBestMove);
if (curRating > v)
{
v = curRating;
bestMove = move;
}
RetractMove(state, move);
}
return v;
}
int MinMove(stateT state, moveT &bestMove)
{
if(GameIsOver(state))
{
return EvaluateStaticPosition(state);
}
vector<moveT>moveList;
GenerateMoveList(state, moveList);
int nMoves = moveList.size();
int v = 1000;
for(int i = 0 ; i<nMoves; i++)
{
moveT move = moveList[i];
MakeMove(state , move);
moveT opponentsBestMove;
int curRating = MaxMove(state,opponentsBestMove);
if(curRating < v)
{
v = curRating;
bestMove = move;
}
RetractMove(state, move);
}
return v;
}
At this point you should have an unbeatable AI!
The final position looks like this:
O | O | X
---+---+---
X | X | O
---+---+---
O | X | X
Cat's game.
An alternative method takes advantage of the fact that tic-tac-toe is a zero-sum game. In other words, at the end of the game, the sum of the scores of the players will equal zero. For a two player game, this means that one player's score will always be the negative of the other player's. This is convenient for us, since minimizing the other player's score is then identical to maximizing one's own score. So instead of one player maximizing his score and one player minimizing the other player's score, we can just have both players attempt to maximize their own score.
Change EvaluateStaticPosition
back to its original form, so that it gives a score based on how good the board state is for the current player.
int EvaluateStaticPosition(stateT state)
{
if(CheckForWin(state, state.whoseTurn))
{
return WINNING_POSITION;
}
if(CheckForWin(state, Opponent(state.whoseTurn)))
{
return LOSING_POSITION;
}
return NEUTRAL_POSITION;
}
Delete MinMove
, since we only care about maximizing.
Rewrite MaxMove
so that it chooses the move that gives the opponent the worst possible score. The score for the best move is the negative of the other player's worst score.
int MaxMove(stateT state, moveT &bestMove)
{
if(GameIsOver(state))
{
return EvaluateStaticPosition(state);
}
vector<moveT> moveList;
GenerateMoveList(state, moveList);
int nMoves = moveList.size();
int v = -1000;
for(int i = 0 ;i<nMoves; i++)
{
moveT move = moveList[i];
MakeMove(state, move);
moveT opponentsBestMove;
int curRating = -MaxMove(state, opponentsBestMove);
if (curRating > v)
{
v = curRating;
bestMove = move;
}
RetractMove(state, move);
}
return v;
}
Since MaxMove
is used for both players, we no longer need to distinguish among players in the MiniMax
function.
moveT MiniMax(stateT state)
{
moveT bestMove;
int i = 0;
i = MaxMove(state, bestMove);
cout<<"i is "<<i<<endl;
return bestMove;
}